namespace IQIGame.Onigao.GamePlay.Editors
{
    /// <summary>
    /// 实体动画生成器-时间相关常量
    /// </summary>
    public class GenAnimatorTimeConst
    {
        #region BlendTree
        /// <summary>
        /// 融合树：idle动画开始比率
        /// </summary>
        public const float BlendTreeIdleStart = 0f;
        /// <summary>
        /// 融合树：慢走动画开始比率
        /// </summary>
        //public const float BlendTreeSlowWalkStart = 0.1f;
        /// <summary>
        /// 融合树：正常走动画开始比率
        /// </summary>
        public const float BlendTreeWalkStart = 0.4f;
        /// <summary>
        /// 融合树：奔跑动画开始比率
        /// </summary>
        public const float BlendTreeRunStart = 2.5f;
        /// <summary>
        /// 融合树：常规动画播放倍率
        /// </summary>
        public const float BlendTreeNormalRatio = 1;
        /// <summary>
        /// 融合树：慢走相对于正常走的倍率
        /// </summary>
        //public const float BlendTreeSlowWalkRatio = 0.4f;
        #endregion BlendTree

        #region 状态融合过度时长
        /// <summary>
        /// 默认动画过度时长
        /// </summary>
        public const float DefaultTransDuration = 0.1f;
        /// <summary>
        /// 动画过度时长：从任意状态到默认状态
        /// </summary>
        public const float TransDuration_ToDefault = 0f;
        /// <summary>
        /// 动画过度时长：从任意状态到LongIdle状态
        /// </summary>
        public const float TransDuration_ToLongIdle = DefaultTransDuration;
        /// <summary>
        /// 动画过度时长：从longIdle正常结束到默认状态
        /// </summary>
        public const float TransDuration_LongIdleToDefault_TimesUp = DefaultTransDuration;
        /// <summary>
        /// 动画过度时长：从longIdle因为移动回到默认状态
        /// </summary>
        public const float TransDuration_LongIdleToDefault_Move = 0.1f;
        /// <summary>
        /// 动画过度时长：从任意状态到死亡状态
        /// </summary>
        public const float TransDuration_ToDie = DefaultTransDuration;
        /// <summary>
        /// 动画过度时长：从任意状态到出生状态
        /// </summary>
        public const float TransDuration_ToBorn = DefaultTransDuration;
        #endregion 状态融合过度时长
    }
}
